Showing0entries
Sorted A-Z
Hazards

Rusty Spike Launcher

Stealth DC 20 (trained)

uncommonMagicalTrap
Lvl 3simpleMagicalTrapUncommon
Effecta creature opens the door without uttering a prayer to Xar-Azmak first · save DC 20 Reflex

Stealth DC 20 (trained)

Disable DC 20 Thievery to decouple the triggering rods that cause the spikes to extend, or dispel magic (2nd level; counteract DC 18) to counteract the trap

Launch Spikes [Reaction]

Critical Success The creature avoids the spikes and takes no damage.

Success A spike grazes the creature, inflicting 2d10 piercing damage.

Failure A spike impales the creature, inflicting 2d10+13 piercing damage.

Critical Failure As failure, but the spike also exposes the creature to tetanus.


Reset The trap automatically resets once the door is closed.